import * as THREE from "three"
import  { OrbitControls, MapControls } from "three/examples/jsm/controls/OrbitControls";
class Shape {

    scene: THREE.Scene
    camera: THREE.OrthographicCamera
    renderer: THREE.WebGLRenderer
    mesh: THREE.Mesh

    controls: any
    clock: THREE.Clock = new THREE.Clock()
    T0: Date
    constructor() {
         /**
     * 创建场景对象Scene
     */
    var scene = new THREE.Scene();
      
     /**
     * 创建网格模型
     */
    var points0 = [
        new THREE.Vector2(-50, -50),
        new THREE.Vector2(-60, 0),
        new THREE.Vector2(0, 50),
        new THREE.Vector2(60, 0),
        new THREE.Vector2(50, -50),
        new THREE.Vector2(-50, -50),
      ]
      var points1 = [
        new THREE.Vector3(-50, -50,0),
        new THREE.Vector3(-60, 0,0),
        new THREE.Vector3(0, 50,0),
        new THREE.Vector3(60, 0,0),
        new THREE.Vector3(50, -50,0),
      

        // new THREE.Vector2(-100, 50), //顶点0坐标
        //     new THREE.Vector2(-50, 0), //顶点1坐标(凹点)
        //     new THREE.Vector2(-100, -50), //顶点2坐标
        //         new THREE.Vector2(-20, -50), //顶点3坐标
        //             new THREE.Vector2(-20, -20), //顶点4坐标(凹点)
        //             new THREE.Vector2(20, -20),//顶点5坐标(凹点)
        //             new THREE.Vector2(40, -40), //顶点6坐标(凹点)
        //             new THREE.Vector2(20, -50), //顶点7坐标
        //                 new THREE.Vector2(100, -50), //顶点8坐标
        //                     new THREE.Vector2(50, 0), //顶点9坐标(凹点)
        //                     new THREE.Vector2(100, 50) //顶点10坐标
      ]
      // 通过顶点定义轮廓
      var shape = new THREE.Shape(points0);
  
      // 通过shpae基类path的方法绘制轮廓（本质也是生成顶点）
      // var shape = new THREE.Shape();
      // shape.absarc(0,0,100,0,2*Math.PI);//圆弧轮廓
      // 四条直线绘制一个矩形轮廓
      // shape.moveTo(0,0);//起点
      // shape.lineTo(0,100);//第2点
      // shape.lineTo(100,100);//第3点
      // shape.lineTo(100,0);//第4点
      // shape.lineTo(0,0);//第5点
      // console.log(shape.getPoints(15));
      // shape可以理解为一个需要填充轮廓
      // 所谓填充：ShapeGeometry算法利用顶点计算出三角面face3数据填充轮廓
      var geometry = new THREE.ShapeGeometry(shape, 25);
      var material = new THREE.MeshPhongMaterial({
        color: 0x0000ff,
        side: THREE.DoubleSide, //两面可见
        wireframe: true,
      }); //材质对象
      var mesh = new THREE.Mesh(geometry, material); //网格模型对象
      scene.add(mesh); //网格模型添加到场景中

      var curve = new THREE.CatmullRomCurve3( points1, false, "centripetal"); 
     var geometry2 = new THREE.TubeBufferGeometry( curve, points1.length, 3, 50, closed ); 
         var material = new THREE.MeshPhongMaterial({
        color: 0x0000ff,
        side: THREE.DoubleSide, //两面可见
        wireframe: true,
      }); //材质对象
      var mesh2 = new THREE.Mesh(geometry2, material); //网格模型对象
      scene.add(mesh2); //网格模型添加到场景中
    /**
     * 光源设置
     */
    //点光源
    var point = new THREE.PointLight(0xffffff);
    point.position.set(400, 200, 300); //点光源位置
    scene.add(point); //点光源添加到场景中
    //环境光
    var ambient = new THREE.AmbientLight(0x444444);
    scene.add(ambient);
    /**
     * 相机设置
     */
    var width = window.innerWidth; //窗口宽度
    var height = window.innerHeight; //窗口高度
    var k = width / height; //窗口宽高比
    var s = 150; //三维场景显示范围控制系数，系数越大，显示的范围越大
    //创建相机对象
    var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
    camera.position.set(200, 300, 200); //设置相机位置
    camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
    /**
     * 创建渲染器对象
     */
    var renderer = new THREE.WebGLRenderer();
    renderer.setSize(width, height); //设置渲染区域尺寸
    renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
    document.body.appendChild(renderer.domElement); //body元素中插入canvas对象

    // 渲染函数
    function render() {
      renderer.render(scene, camera); //执行渲染操作
    }
    render();

    var controls = new OrbitControls(camera,renderer.domElement);//创建控件对象
    controls.addEventListener('change', render);//监听鼠标、键盘事件
  
    }
}

export {Shape}
